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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.60 by root, Thu May 18 00:56:27 2006 UTC vs.
Revision 1.127 by root, Mon Jun 5 02:25:10 2006 UTC

612:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: lose/regain mapping might clear messgae log 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12 (maybe this happens when its being updated when the window isn't mapped => no 12 together with removing query dialog altogether.
13 window context?) 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14- IMPORTANT:_ map feedback... e.g. when clicking on it 14- IMPORTANT: history for completer (cursor-up)
15- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 15
16- IMPORTANT: '.' in map should repeat last command 16- binding window and editor layout broken for long recordings
17- important: center and improve dialogs (create cFClient::UI::Dialog) 17- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
18- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 18- minor: skill list which shows XP and lets u bind stuff
19- IMPORTANT: inventory update must be incremental (too slow) (really? check)
20- IMPORTANT: user interface (window positions etc.) should be saved, but
21 b) widget layout is nontrivial as to not obscure map
22 c) need better way to center map then middle-button, maybe map overview
23 (but updates will be slow UPDATE updates are not at all slow).
24- IMPORTANT: animate faces in inventory etc.
25- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
26- IMPORTANT: verify and correct connection-dependent texture management
27 19
28should be solved/investitaged before release: 20should be solved/investitaged before release:
21- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
22 and add column titles (also for other tables like inventory and bindings)
23- log messages received and commands sent to ~/.crossfire/log.$ip
24- the binding editor should have a append-record mode or something like that
25- rethink message display in lower left corner
26- cairo/win32 looks like shit (premultiplied alpha bug?)
27 (despite horrendous efforts, this is likely not fixable except by building a custom
28 libcairo for win32).
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, pressing login with connection refused, then close window) 30 (after starting, press quit)
31- flopper/menu imrpovement: 31- better focus management: put focus onto active windows, remove it again later
32 * things that are menus should act more like menus 32 (mainly to speed up gui interaction when map isn't important).
33 * inmventory etc. should fade-in automatically when used
34- add menu itemds for inventory items: mark/inscribe etc. 33- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
35- remove wrap_mode hack from texture and make it a per-texture operation
36- enter runmode when cursor-key repeats 34- enter runmode when cursor-key repeats (maybe not?)
37- mapmap (overview) - scroll visible area by clicking/dragging 35- mapmap (overview) - scroll visible area by clicking/dragging
38- save only dirty cached maps, and save dirty maps != current map
39- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
40- maybe move window managing functionality into toplevel 37- maybe move window managing functionality into toplevel
41- better window management (feedback) 38- better window management (graphical feedback)
42- look into extendedmapinfo 39- the player weight somehow updates strangely when dropping/picking up
43- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
44 40
45low priority: 41low priority:
42- win32, fow_tetxure sometimes nukes other textures
43 (mostly fixed, but still there: displays list and texture uploads do not go well together)
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
45- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize.
48- alt+cursor == diagonal
49- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map
51- try to synchronize local animation speed with server updates to save on screen refreshes.
46- player list from server for tell etc. commands 52- player list from server for tell etc. commands
47- examine etc., should use extendeddrawinfo or sth. similar 53- examine etc., should use extendeddrawinfo or sth. similar
48- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
49- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
50- performance: use texture collections for upstream server data instead if gobs 56- performance: use texture collections for upstream server data instead if gobs
83allocating id 73 89allocating id 73
84OK 90OK
85set_face 4784 => 73 91set_face 4784 => 73
86libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
87 93
94 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass.
95 /*first pass*/
96 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
97 glDepthMask(FALSE); /*disable Z buffer*/
98 if (premultpliedTransparency)
99 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
100 else
101 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
102 /*render the object here*/
103
104 On the second pass, you should set the frame buffer alpha channel value to (1- a s )(1- a d ). To do this, you need to render the object again, with a different alpha value, as follows:
105 /*second pass*/
106 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
109 /*render the object with alpha replaced with 1-a*/
110
111 Finally, the third pass should replace the value in the alpha channel with the final value 1-((1- a s )(1- a d )). To do this, you need to render the object again, with its alpha value set to 1, as follows:
112 /*third pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(TRUE); /*enable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1*/
117
118

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